@twitchjackyace said in Economy Balance:
Or do we have some ideas within the community?
All three planets have at least partly different resources, which is a good starting point to create local (planet wide) economies. People now needs to travel to gather/trade resources from another planets if they want to make some good profit or get access to some rare crafting recipes.
I still hope that Fractured will focus even more to localize the economies. This can be done with smart placing of biomes and resources inside a planet. Every town does not need to have easy access to all resources from that planet, and resources should be placed enough far from each other so local economies and markets can born. This will create interesting traderoutes for merchants around the world and even between planets.
Crafting has also a big role how the local markets and economies will work. In Fractured basic gear crafting will most likely be relatively easy, because lost gear is intended to be replaced without huge efforts. I understand that, because it promotes people to take part for open world activities and not fear to loose their precious stuff. However, this may have also downside. If crafting items is too easy, and massproductive, this can easily lead overflood the markets. In Albion Online I even saw situations where refined materials and crafted gear pieces where multiple times cheaper than the resources (of that item). So it was impossible to make any profit with crafting or refining. So quality over quantity would be much better choise from economy and crafting point of view.
One challenging part is to create working item- and ingame currency sink to prevent inflation.
Ingame currency can be removed from the game with repairstation payments, different kind of taxes from town services (like marketplace fees), buying VIP time, buying cosmetics, offerings for gods, fast travels and with a lot of more micro transactions options..
We need also to get rid of items, so there can be room for new craftable goods. Once again start with preventing massproduction. Because we have full loot system, that gives the game a chance to trash small part of lootable stuff. Also adding possibility to salvage items back to resources (just portion what originally needed) helps. Maybe some items can not be repaired for ever and those will decay with time and eventually break. Maybe already crafted items can be combined with together to repair and/or craft a more powerfull/different item.
Moreover, it is important to keep all resources needed and part of advanced crafting as well. That way every resource is still valueable the whole lifetime of the game.